Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

haroldo-ok

464
Posts
3
Topics
371
Followers
998
Following
A member registered Oct 14, 2015 · View creator page →

Creator of

Recent community posts

Maybe in the future,  but, for now, the tool only supports the standard kernel

Awesome!

There are blocks for executing something evey few frames

You're welcome

Hello!
A simple way to slow down the enemies is to use blocks that allow a piece of code to be executed on even frames: that would make them 2x slower

Thanks for the suggestion! I'll take it into consideration when I start working on the sound effects 

Hello!

It's always nice to know someone is using the engine.


Thanks for the report! I will take a look whenever possible.

OK, obrigado; fico feliz em saber que há mais pessoas usando a ferramenta.

Obrigado pelo relatório de bugs; assim que eu puder, vou dar uma olhada.

Yep, still a work in progress.

The others have plenty of visual game development tools available for them.

Also, SMS is one of my favorite classic consoles. 

Maybe in the future; I'm still trying to make the conversion work as well as it could possibly do.

Thanks for your interest. 

In theory, you could import an existing game into the editor.

The colors will end up a bit differen, since the Sega Master System has a more limited color selection,  and some of the graphics may need some manual editing to be recognizable, but it will mostly work.

Thanks for the review! 

The game still has various problems performance-wise, which is why it slows down when there's more than one enemy on screen. 

The player blinks when hit by an enemy, but has infinite health. 

The boss is very much unfinished, which is why it glitches. 

The power-up system is heavily inspired by Gunstar Heroes, meaning that you can have up to two weapons at the same time, and can press a button to alternate between using just one of them, either the primary or the secondary, or you can use both at the same time, which results in a weapons that combines both of them.

Thanks!

Hello; the examples for moving the player top/down and left/right could be adapted to use the "random" blocks instead of reading the joystick

Hello, the last block from the "Variables" section is for reading a variable:


(1 edit)

Thanks for your report.

It's a work in progress,  but some blocks already work; it will get better over time.

Many thanks! 

Many thanks! I wouldn't be able to do it without your fantastic tool.

Many thanks!

Many thanks!

I just made an experiment where I mashed-up "Pocket Platformer" with my own "SMS-Puzzle-Maker" using Claude. 

After a bit of pushing it towards the right path, the results are surprisingly playable! 

Page on itch.io: https://haroldo-ok.itch.io/pocket-platformer-sms 

Github repo: https://github.com/haroldo-ok/pocket-platformer-sms

Menu option:

The editor:

The exported Sega Master System ROM running on an emulator:

Thanks!

Thanks for your interest.

Awesome! Many thanks!

Yes, they will be implemented, eventually:

https://github.com/haroldo-ok/vcs-game-maker/issues/196

https://github.com/haroldo-ok/vcs-game-maker/issues/167

Within the "8bit-Unity" folder, there's the "utils\emulators\AppleWin-1.26.3.1"

Hello; the emulators are included with the tool; there must be some bug.

Hello; thanks for your interest.

Yes, it seems to be the case: there's not enough space in the disk to store all the images.

That would be really strange.. could you please try a small modification to the code to use the fire button of the second joystick? 

It should be mapped to  "A" on the emulator 

https://github.com/ppeccin/javatari/blob/master/Instructions.txt

Does it display any error messages?

You're welcome!  What you describe kinda sounds like Batari Basic's Title Screen Kernel, but more dynamic:

https://forums.atariage.com/topic/169819-the-titlescreen-kernel/

That would be cool to have, and the hardware supports it, but, unfortunately, the standard kernel does not support that functionality..

One way to go around it would be to implement an initial prototype using vcs-game-maker and then export the generated Batari Basic code and, from it, prceed to the next step by iplementing a custom kernel with the required features. 

As far as I can see, the code seems correct; the player 0 should be shooting missile 0 every time you press the fire button.

(1 edit)

Thanks; the code looks correct, it should be working

Are you using any other code in addition to this one?

This one seems to work alright:
https://github.com/user-attachments/files/24906042/VCS.Game.Maker.-.player.fires...

(1 edit)

That's strange; it should be working

Could you please show us the code you are trying to run?

Hello, you can program the missile to be fired with any key you want, but if you programmed it to use the fire button, you can use the space bar on the emulator screen. 

Hello,; yes,  its in the plans:

https://github.com/haroldo-ok/vcs-game-maker/issues/168

You're welcome